[Plugin] Leap Motion - Event Driven

Hi ,

First, thanks so much for your great work on this plugin. It’s a fantastic resource.

Like devel.bmad I’m also seeing some strange behaviors in 4.7.4 and now 4.7.5 with your plugin, both on Windows and OS X. Currently on both platforms I’m using the Unreal source compiled via Visual Studio and XCode respectively.

After creating a new project based on the Epic 3rd or 1st person default templates, if I follow your basic instructions (copy the Binaries and Plugins directories as is to the project root) and change the default pawn class to one of your LeapRigged ones, your yellow convenience mesh doesn’t replace the standard blue Epic one. This same sequence used to work in 4.6 just fine and still does with my older 4.6 examples.

Another telling difference in 4.7.N is that the resources for your examples no longer appear in the Content browser when I follow this setup path. If I manually copy your Blueprints, Character and Materials folder (from within your Plugins > LeapMotion > Content folder) into the project root > Content folder, then I can at least see your content in the Content browser. However this leads to double entries in the Game Mode > Player Controller Class drop down.

Perhaps the default pathing for 4.7.N has changed, and your file structure no longer is recognized the same way?

I’m finding that if I load up another map in either a default 1st or 3rd person Epic blueprint project (such as one of the starter content maps) THEN your plugin will override the default character.

Any idea what’s going on? It seems something has broken with either 4.7.4+ or with a compiled code base?

Thanks!


Rob Hamilton
https://ccrma.stanford.edu/~rob
@robertkhamilton